S1E20 - S01E020: With or Without “Ooze”

Kicking off our Season 1.5 arc!
Transcript
Gather your sword and board and get ready for adventure because it's time for pain Campaign. Let's roll. In the Sunfire Kingdom of Valoria, our adventurers attend a relatively mundane school named Pyreglo Preparatory Academy. The land has once again become plagued by creatures, abominations and other nefarious forces in the wake of the great Vanishing which occurred almost a year ago, when all the heroes are rush off an assignment and never returned. Ever since, a new generation of heroes have been vying to rise to the call and save the land. The only problem is they need training. That's where we come in. We welcome you back to an unmitigated disaster of a D and D campaign. With friends, we ask the question of what happens when we combine a coming of age summer camp with D and D and a dice of fate. Well, we're going to find that out here. Let's get started. From the murky bottom of Time Before Time, following a rare mushroom incentive stone, we have Mike playing Gold or Firebeard, the honest to goodness Dwarven druid who's old enough for a be and knows how to use the shillelagh. Hi, Mike.
Speaker B:Morning, everybody.
Speaker A:When this warforged lays its hands upon thee, you better hope for some divine intervention. Because wood and metal still has pain and emotion. Especially when there's a little piggy running. By Mike Levine as TR33, the warforged.
Speaker C:Paladin, here comes the loving intervention.
Speaker A:Didn't see that coming. When tracking is needed to cross a path that seems lost, or an arrow needs to find a target that seems too far away, we look no further than Bridgette playing Duleth, our Tiefling ranger who hates plants, loves adventure, and who would rather pull out her bow than engage in pointless conversation.
Speaker D:I'm honestly impressed you got through that whole thing on the first try.
Speaker A:I'm not done with it yet. And I'm Michael Height off key and ready to rock. As always, I'm playing seven the Bard. The number of times it takes me to get through an intro, but it's not about me. I'm gonna pass it off to our dear friend. He puts the danger in dm, their master of ceremonies, the man with the fishing hat. Liam, take us away.
Speaker E:Welcome back, everyone. It's been a while since we've last met up for a session. While for the listeners and maybe little less, but still, nonetheless, it's great to be back with all of you. So as a reminder from our last session, you woke up towards the end of the week where you had some free choice in how you want to train. But your potential plans were waylaid when you found that Sieg was knocked unconscious of the floor of the camp kitchens.
Speaker B:Oh, that's right.
Speaker E:And you promised to investigate for him who stole his recipe book and stores of ingredients. Your trail of clues included a long tail with blonde brown tufts of fur on it. You found SAP in the storeroom closet. You found claw marks. And you concluded that this creature had intelligence and was most likely bipedal. And that eventually brought you to the alchemy lab, which Goldor's very familiar with. And you, because he likes mushrooms.
Speaker A:Thank you for that plot point tree. That's really good. He's in character even when he's on character.
Speaker E:And so you have found out that the logbook of dangerous ingredients or rare ingredients that are taken out was locked by Cunan that week as punishment for his involvement in the s' mores incident. And so, after you solved that puzzle, you open the book to find that a Druid by the name of Cottonbur had been increasingly taking out some of these rare and exotic ingredients as the week went on. You also found a page in one of the garbage bins that had a various scrawlings of like ingredients and they were crossed out and you saw like failure written next to a lot of the different combinations. But you also saw written almost allegedly towards the bottom in a corner, need to try Seeg's ingredients, but most importantly, need to obtain chroma slime can get from. And then the page cuts off there. And that brings us to the present moment, everyone.
Speaker A:That was pretty good.
Speaker E:Oh, thank you.
Speaker A:I feel like at any moment our dear good friend with a shillelagh is gonna tell us that he knows where that slime is.
Speaker B:I, I, I wish I knew where this line was. I don't think I do. So.
Speaker A:Does he know, does he know what it is though, that kind of slime?
Speaker E:If you want, you can make me either like a nature or history check. You can, you can find out potentially, but we'll see.
Speaker A:Good to see everybody. It's almost like we just saw each other in game five seconds ago.
Speaker B:Yeah, that's like a nine total for my nature check. I don't think I know what that is.
Speaker E:Okay. Yeah, you, you, you may have heard it as like a rare ingredient, but you're, you're not quite sure you know what, what this thing is. So, so as I mentioned before you, the only, I guess, follow up clue that you currently have right now is that a Druid named Cottonburg was taking out all these ingredients. Where would you. What would you guys like to do? Go.
Speaker D:Okay, well, I have written down that you said last time that in the s' mores episode, they mentioned Cotton bur. Whatever his name is. So can I make some sort of check to, like, remember what or where we saw or heard of this person?
Speaker E:Yeah, I mean, you only would have heard of Cottonburg's name specifically from the logbook.
Speaker D:Wait, from what?
Speaker E:From the logbook that you got from the ingredients list.
Speaker D:Right, but last time you said that that name was mentioned in another episode.
Speaker E:No, I said I mentioned a character in a different episode in regards to this Morris incident.
Speaker D:Oh, that's not what I have.
Speaker E:Sorry if I. Yeah, no, sorry.
Speaker A:We haven't touched that Cotton burn is.
Speaker E:The first time you're hearing this name.
Speaker A:Okay, I went into the Apple. Apple. Water Guy knows anything.
Speaker D:I mean, I hate to bring this up, but, like, we could ask the Shelby. I hate her, but we could ask.
Speaker E:I will also remind you that Torrin, the Blue Dragonborn Alchemist and librarian, is still in the alchemy lab with you.
Speaker D:Oh, oh, oh, oh. I forgot about that guy. That's the guy that doesn't like us.
Speaker A:I feel like he never forgets about us.
Speaker B:I think he may be a more pleasant choice to deal with.
Speaker D:Yeah, I agree. Kind of have to agree with you there.
Speaker E:Yes, I can talk to him.
Speaker A:Oh, you should. And you should also let him know your progress in cooking with the soup book because you've come such a long way since you saw your last.
Speaker B:Yeah, I'm not doing the talking. I am not a people person in the.
Speaker E:Sir.
Speaker A:All right. I don't remember his name. Hey, Dragon.
Speaker D:Hey. Hey, blue guy.
Speaker A:Hey, bud.
Speaker E:A man, he looks up from reading a book. How can I help you?
Speaker A:Can we show. Can we show him the page and ask him if he can make some sense of it?
Speaker E:Yeah, you can.
Speaker A:Hate to trouble you. Our Sieg, our good friend from the kitchen, unfortunately was attacked, and we're trying to make some sense of this. All this was left behind. Can you make any sense of any of the things in this page or know anything about this slime?
Speaker E:Well, I don't see any slime mentioned on this page, but as you can see, this is the list of ingredients campers took out this week.
Speaker A:Would you happen to know anybody who might have taken on some of these ingredients?
Speaker E:Oh, sure. I see all of the wonderful campers coming in and out of here all week. Is there anyone you had a particular question about?
Speaker A:My law and order skills have gotten down the tube. What do you guys want to ask about specifically? Wasn't there something that related to poison in some way?
Speaker D:Well, are we trying to figure out who this guy is that took it out?
Speaker A:That would be because it was.
Speaker D:It was Cotton. What is his name? Cotton Burrow. Cotton.
Speaker E:Cotton Burr.
Speaker D:Was he on the, like, list or.
Speaker E:Yeah, he. So you see like, the normal. As a reminder from last time, you saw like, the normal withdrawals, like, normal amounts. And then basically in the litany at the bottom, like, all in a row, like, you see like, Cottonburg. Cottonburg. Cottonburg. Taken out things like the amanita caps and other dangerous or rare ingredients.
Speaker D:Yeah. So you're probably gonna wanna ask, like, who's this person? Where can we find them?
Speaker A:So the name Cottenberg sound familiar in any way?
Speaker E:He shuts his eyes for a moment and, like, sighs. He's like, is that a. Is that the rabbit fellow? He's. He's part of the. The Druid group, I suppose you can go to their cabin and check it out.
Speaker A:His name seems to appear quite a number of times in his list. Anything else that.
Speaker C:Did he happen to mention what he was doing?
Speaker E:You know, I. I didn't inquire. You know, students just. Or campers, rather just take greetings as they need.
Speaker C:You didn't think maybe that some of the ingredients seemed a little interesting by any chance?
Speaker E:Well, that's why we have the logbook.
Speaker D:Does anybody check the logbook?
Speaker E:Yeah, we usually check it at the end of the summer.
Speaker A:Or cross reference at the end of the summer.
Speaker E:Wow.
Speaker A:I mean, I don't trust this pharmacy.
Speaker E:Somebody doesn't do his job. Fizzwook may have said I need to check it weekly, but, you know, that's a bother.
Speaker A:Yeah, if you cross reference some of the things, it seems a little.
Speaker D:Until somebody gets poisoned.
Speaker E:Well, if you're learning to be a hero, shouldn't you know how to treat yourself if you're poisoned?
Speaker D:No, like, I agree. I'm just saying maybe let's check it, like once every two weeks instead of the end of the whole summer.
Speaker A:Heroes don't do homework.
Speaker E:All right, so that gives me another week before I check the logbook again.
Speaker A:Oh, I'm inspired now.
Speaker D:Okay.
Speaker A:Oh, wait. Since you don't check the logbook until then, can we borrow the logbook from you and bring it back to you?
Speaker D:Just take it.
Speaker E:Sure, but, you know, not my rule. But you will be fined if you don't bring it back.
Speaker D:We don't have the money. For that? No, no.
Speaker A:Monopoly money. Was it bad at this point?
Speaker B:Monopoly money?
Speaker D:We're already in debt. Like how much?
Speaker A:I forget all of the monies. I much.
Speaker D:We're in debt.
Speaker E:But I can. I can bring it back up.
Speaker A:Wait a minute. Hold on. Oh, that's a good point.
Speaker E:I'm just saying, as long as your Debt is currently 3,000 gold. Your debt is currently 3,000 gold.
Speaker D:We want to add to the 3,000. If. If. If we do, it's your money, not mine.
Speaker A:Can I shape change into Bellis dead and then just pay the bill and then change back? So I think we should take the logbook with us. Just because if it could push comes to shove, it'll actually show in the logbook the number of things that Cottonberg took out.
Speaker D:Why don't we just take that page then?
Speaker A:Oh, easy. Because I'm curious if it spreads out across a number of times that. How many pages is this? Just one page in the summer. Like, or imagine it was one page and it took them this entire time to cross reference it.
Speaker E:Like a big book. It's like. It's like. Like a very tall book. Like, it's like longer than a foot.
Speaker A:You know what? Let's throw in a bag of holding.
Speaker D:It's my bag of holding. Why aren't you giving it to me?
Speaker E:Sorry.
Speaker A:Hold on. Bellith. Can we please put it in a bag of holding? No.
Speaker D:Just because you add please doesn't mean I want to do it.
Speaker A:Oh, sorry. Pretty please? All right, I'll carry it if that's okay. Maybe throw it in the inventory.
Speaker E:Oh, and I'm just adjusting my audio.
Speaker A:Imagine Liam was really difficult and like he referred to as a logbook. And there's literally a log.
Speaker E:We can make it.
Speaker A:So I'm sorry. Carved out like this is a really tedious book to use.
Speaker E:You're just hefting around this huge log. Anyway. Okay, so you heard that Cottonbur is a druid. You want to go try to find the Druidic cabin? Sure.
Speaker C:I say we check out Old Goldir's coven.
Speaker A:Yeah. And then.
Speaker B:Hey, did you know there was a druid cabin?
Speaker A:That's amazing. You should have gotten an invite for that. Hey, dragon librarian guy. Thank you so much. Could you just tell us one more thing about this guy Cottenberg? Do you know what year he is? This is first year of camp. Is he. Has he been here a while?
Speaker E:Let me pull out last year's logbook.
Speaker D:Like you like doing your job.
Speaker C:Thank you. That's what I said.
Speaker A:He's Gonna make it so tree can't talk for a while. I'm telling you.
Speaker E:Like, you might be right about that. But this place has the best repository of books and ingredients in the land, so. Also, I respect it. Other counselors for protection. All the heroes of the spirit. I don't want to be next.
Speaker A:Valen, that's inspiring for us. Thank you.
Speaker D:I knew I liked you.
Speaker E:So good luck. As he's shuffling through the drawers and.
Speaker C:Papers, was he like a big rabbit or a small.
Speaker E:Small rabbit. Like what?
Speaker A:It's a different logbook for that.
Speaker E:Working with here, he was tall for her and gone. So he pulls out the. The other log book and starts rifling through.
Speaker A:She's going to want to ask to buy that logbook.
Speaker E:Isn't your counselor Heron gone?
Speaker A:Yes.
Speaker D:Yeah, but I. I don't really like her, so.
Speaker E:So he quickly rifles through this book, and he goes, piers, this cotton bird is new this year.
Speaker A:Okay.
Speaker E:Ooh.
Speaker C:So we got a freshman Herringtongue.
Speaker E:Yes, but as you can see on this year's logbook, says his team name is the Verdant Wanderers.
Speaker A:Fresher in Aragon. It sounds like a cover band or something. They just always play, like, 80s pop tunes that they redo as, like, light jazz or something. I don't know, guys.
Speaker C:We're figuring it out. Guys, we're figuring it out.
Speaker A:You're right. You're right. It's. We're a little slow to start sometimes. You know, we're new. We're, you know, working it out. We're almost like a bunch of freshman Aragons, you know?
Speaker E:Yes.
Speaker A:All right, Gold, or it's time for you to. It's time for you to get acquainted with the new cabin.
Speaker B:Fine.
Speaker E:You go off to search for the cabin of the Verdant Wanderers, this collective of druids, who, along with some rogues, tend to work in this. Or roguish, like, people tend to work in the alchemy lab. So you go towards the area of the camp with the cabins, and you see a large one that kind of stands out to you because it is intricately carved all over with the heads of different animals. You see a bear, a lion, a goat, tigers. You see the head of an eagle. And so all throughout this cabin are the carved heads of animals.
Speaker B:Have the. Have they been used for, like, practice? Like, are there, like, arrow holes in them?
Speaker E:No, you don't see any arrow holes in them, but you do see.
Speaker B:Not the rangers Guild is what we're saying. Like, the rangers aren't, like, sitting there like.
Speaker E:Okay, no, no, no. Sorry, sorry, sorry. No, there has. There has not been any sabotage from competing. Competing groups yet.
Speaker B:I'm guessing this is all right.
Speaker E:This is.
Speaker B:All right. So it's. It's my people. If they're. If I really even have people. Okay.
Speaker A:Oh, you have us. We're your people, buddy.
Speaker D:Your version of people.
Speaker A:Since you've been hanging out with us, you lost your accent. I feel bad, though.
Speaker E:Right.
Speaker B:Sorry.
Speaker E:Yeah.
Speaker B:All right. So I guess I. I guess we. We walk into the. What we assume is the Druid's cabin.
Speaker E:All right. I mean, the door is locked.
Speaker A:Do you know, Speak?
Speaker E:Door is my worst enemy.
Speaker D:It's always a damn door.
Speaker B:Of doors out on the woods.
Speaker A:Do you know the Druid's secret handshake?
Speaker B:I don't think I know the Druid's secret handshake. Is it a call?
Speaker E:Is it like a call a call?
Speaker C:Maybe like a caw kind of thing?
Speaker D:Why don't we just knock? We just knock on it.
Speaker E:That may be a good idea.
Speaker B:Social convention.
Speaker A:She knew we liked the dollar for a reason.
Speaker E:Knocking. I imagine Tree.
Speaker D:Imagine Tree sitting there like. All right, what's the. The secret handshake to get out of it. And I just knock on the door two times.
Speaker A:Watch carefully, Tree. Remember this pattern.
Speaker E:After a moment, you hear approaching footsteps and the door opens. And you see a robed elf with long brown hair and a very haughty look to him. How can I help you?
Speaker D:That's not his voice. That's a lie. It's killing me to get him to stop talking like that.
Speaker A:I want free to start talking like that.
Speaker E:We are very busy.
Speaker A:Doing what?
Speaker B:All right, I'll introduce myself. I. I speak in that way. That way my own party won't know what I'm saying.
Speaker E:No, no.
Speaker B:That way I can secretly betray you. All right.
Speaker A:Thank you for getting. This just went dark. Thank you for getting me up to this leg of my journey. I don't need any of you anymore.
Speaker B:All right, Master Elf. I'm Goldor Firebeat. Later. We've come to inquire about one of our fellow Druids who's been doing some strange research into poisonous. With poisonous ingredients.
Speaker E:Fellow Druid. You say you are dwarf? I am.
Speaker B:Was it the beard what gave me away?
Speaker E:No, it was your stature. Ooh, just getting feisty. The secrets of the Druids are our own. If you truly are a Druid, and it seems that you're a. Her base is Druid at that, you wouldn't mind passing a small test.
Speaker D:Don't say Small. Like that. That's so rude.
Speaker E:He says that and give him a.
Speaker B:Small test because I'm a dwarf.
Speaker E:And then he says, in Druidic. And then he says, in Druidic, you will find behind the cabin several altars. And then he closes the door.
Speaker A:Buddy.
Speaker D:Otters. Did you say otters?
Speaker E:Altars, alters.
Speaker D:I was like, otters.
Speaker E:But he says it Druidic.
Speaker A:Oh, my gosh.
Speaker D:No, I know. I was just. I just had, like, watch.
Speaker B:I can speak with the otters, and then I can. All right, so I'll walk around behind the cabin and inspect the altars.
Speaker E:Okay. Is everyone else following? Goldor?
Speaker A:I just wanted to yell at this guy, but, yeah, let's do it.
Speaker B:Sorry. Social graces. Come on. You sent me to the back to look at the altars in the back of the cabin.
Speaker D:All right.
Speaker E:Okay. So you see the. You see four trees behind the cabin. And each tree has a hollow in it. And below each hollow are several Druidic scripted runes below them. And right now, they are faintly glowing white. And only right now, Goldor, you could read these. The first tree says, the flesh of the forest. Okay. The second tree says, the blood of the forest.
Speaker B:Okay.
Speaker E:The third one says, the bones of the forest. Okay. And the last one says, the gift of the forest.
Speaker B:Gotcha. All right. So it's flesh, blood, bones, and gifts. What kind of trees are these?
Speaker E:We could say, like, large oak trees. Very old, because they have to be, like, you know, very thick in order to have this hollow in them. Sure.
Speaker B:Okay.
Speaker E:Kind of like where animals might nest, usually. But right now, you see that? It's empty.
Speaker B:Gotcha.
Speaker A:Are these, like, altars?
Speaker B:My guess is that we need to put things into the hollows.
Speaker A:Yeah.
Speaker B:I'm guessing, like, the blood of the forest is, like tree SAP, which I believe we have some of.
Speaker E:Come here. A tree?
Speaker A:I gotta cut you open.
Speaker C:I was just gonna say. But I didn't say it because it's endruic.
Speaker B:The boons are the flesh.
Speaker E:I'm just gonna cut off my arms.
Speaker B:One is probably like a. Like a piece of wood or a stick. One is probably like leaves. And I'm guessing the gift of the forest is, like, acorns or some kind of fruit or something you could eat as food. That's my guess.
Speaker D:Do you say all of this to us?
Speaker B:Oh, yeah, of course. Yeah.
Speaker E:Yeah.
Speaker D:Can I.
Speaker B:So I'll explain what. I'll explain what it says on the four hollows.
Speaker D:So can I, like, make some sort of nature check to see, like, if we would Know what? Like the flesh, the blood, the bones, and gift of the forest.
Speaker E:I will just say Goldor would know that this is a slightly, like, very slightly unfair test because different Druidic circles have different customs, traditions. And so basically, this Druid was imposing his circles, customs upon you as a test.
Speaker A:Would we be able to decipher that? Does it make any difference or help whatsoever to figure out what his customs are or to try to figure out where, what pact or what section of Druidic stuff he would come from?
Speaker E:Goldar, you would know that most druids are circle of the moon druids.
Speaker B:Okay. Yeah, that seems about right.
Speaker E:The ones that wild shape the most. Gotcha.
Speaker B:Okay. I'm just wondering if it's a. It's a. It's a. I'm trying to think of what. What else with, like, wild shifting or wild shaping could put there. That's.
Speaker E:Even though it's. I will. I will clarify. That's what that. You know, that's just the most common. You don't know if this is necessarily.
Speaker B:That's necessarily what these guys are doing.
Speaker E:Yeah, yeah, yeah, yeah. This is more of like a generic, more Druid thing that you can maybe assume, but, like, that would be an in for that particular circle.
Speaker B:Sure. You said that we had some before. We had some tree SAP that we'd picked up from.
Speaker E:Yeah, you collected some tree SAP from the storerooms.
Speaker B:Put the tree SAP into the hollow that says the blood of the forest and see if anything happens.
Speaker E:Sure. So you put the SAP into the blood of the forest and it glows a. So the runes now glow a dim light. Red. All of them the one that you put it into? Yes, Correct.
Speaker B:All right, so now I gotta think, is red good or is red.
Speaker A:I was just gonna say, Goldar, would you make sense for you to put something in that you know is blatantly wrong just for a second to see what?
Speaker E:Yeah.
Speaker A:If it changes. Unless we only get one shot of this.
Speaker B:Look around and, like, pick up, like, a rock and put a rock in.
Speaker E:There into the blood of the forest. 1.
Speaker B:Yes.
Speaker E:This time it glows a darker red. Almost darker.
Speaker A:Are we playing hot and cold? Like it.
Speaker B:I'm getting colder.
Speaker D:Maybe the darker, the wronger.
Speaker E:All right, I will. I will make me. Anyone can make me an intelligence check here.
Speaker A:I can do that. Intelligence and gold.
Speaker E:Or you can make it with advantage. Oh, good.
Speaker B:Thank you. Because my intelligence is. Is not going to be all that great.
Speaker E:You could actually, Golder, if you want to roll wisdom, if that's better for You. You could do that.
Speaker B:That is much better for me. Hold on a sec.
Speaker D:I'll make a Wisdom Check with Advantage 18 on Intelligence.
Speaker A:On Intelligence, that's a 12. I got plus zero to that.
Speaker B:Oh, and a Dirty. Oh, a 22.
Speaker A:Oh, I got 18. Got Advantage.
Speaker E:So, Goldor, actually all of you kind of realize the fact that it doesn't say the X of the tree. It says the X of the forest.
Speaker B:Of the forest. Yeah. Actually, it's gonna sound crazy. The rock might be the bones of the forest. I'm gonna put the rock in the one that says bones of the forest and see what happens.
Speaker E:It glows solid dark green and remains green.
Speaker A:Green.
Speaker E:Nice. Okay. All right.
Speaker A:Green means go.
Speaker B:Green means go. Blood of the forest.
Speaker A:All right, the gift of the forest.
Speaker D:Would, like, blood, be like, water, maybe?
Speaker B:Could be water.
Speaker A:Oh, wait.
Speaker B:Yeah. Let's grab a.
Speaker A:And if blood isn't water, maybe the blood. Oh, it's the forest, not the trees. Okay, that makes more sense now.
Speaker B:Yes.
Speaker A:I like your thinking.
Speaker B:Yeah. Then I would say to put a. Put like a small container of water into the. Into the. Into the one. This is a blood of the forest.
Speaker E:Sure. So whether you have some, like, water from, like, you know, whatever on you, like a.
Speaker B:Like a. I've got a little water skin.
Speaker E:Yeah, sure. So you put that in and it glows dark green and stays green.
Speaker A:Is the gift of the forest. Camouflage. Like, is that possible? Like, leaves. That doesn't seem right.
Speaker B:I feel like the flesh of the forest. I'm gonna look around for a small branch. It's all really scary. Broken off a tree that's fallen to the ground. And put it into the one that says the flesh of the forest. So, like a small piece of wood.
Speaker E:Okay. So this one glows a dim red, kind of like the first time you. You put a wrong thing into the other tree.
Speaker D:Maybe like dirt for flesh because it covers the bottom.
Speaker B:Yeah. Yeah, that works. Okay, I like that.
Speaker E:Okay. So you scoop a handful of dirt, you put it in, and it glows dark green.
Speaker A:Ooh. All right, you scored five points this round.
Speaker E:You have one left. The gift of the forest.
Speaker B:The gift of the forest.
Speaker A:It's got maybe fruit. You think it's like, berries?
Speaker B:It could be fruit. It could be various. Honestly, it could be wood. I'm going to. I doubt it, but I'm gonna put the stick in there since I already have.
Speaker E:It glows a dim red.
Speaker B:Yeah, that's what I thought. Yeah, I think, like, fruit or berries. So go around and take a look for Any fruit or berries that I can find nearby.
Speaker E:Sure.
Speaker B:I'll go foraging.
Speaker E:You don't find any fruit. Fruit nearby, But I will say you find some berries.
Speaker B:That works. All right, I'll put some berries in the last one in the gift of the forest.
Speaker E:I just have to look up something real quick. Sure.
Speaker A:You just summoned an evil demigod who's going to kill you all now.
Speaker E:Okay.
Speaker B:I can try to move some place if you need to.
Speaker A:Sorry.
Speaker E:All right, so you find some berries and you put them in, and you see that it starts to kind of shift between red and green and then reverts back to white.
Speaker A:See that the wrong berries are just that one.
Speaker D:Is it like a flower or something?
Speaker E:Are you asking me if it's a flower?
Speaker D:No, no, I'm like, saying, could we put a flower in there? Kind of asking gold or not.
Speaker B:Yeah.
Speaker E:Yeah, sure.
Speaker B:I'd look around and see if we can put something to put in. Like a flower to put in.
Speaker E:You put a flower and glows dim red. Yeah.
Speaker A:Damn Berry started off flickering green and then went red and white as if it didn't count.
Speaker E:It was green. Green and red.
Speaker A:Huh?
Speaker D:When you put the berry in and now it's white.
Speaker E:Now it's back to white.
Speaker D:Oh, it started.
Speaker A:Oh, okay. I got confused. I thought white was a new color.
Speaker E:Okay, so it was white. You put the berry in. It shifted between red and green. And then you put the. The flower in. It was red.
Speaker A:Bless you. So maybe we're on to something with it.
Speaker D:Did we just put one berry in you did. You put another one. See, if the same thing happens, you.
Speaker E:Get the same result, but the red is a little darker this time.
Speaker A:Same type of berry. Oh, so less. Could we put half a berry? I mean, this is like.
Speaker E:Golder. Make me a nature check.
Speaker A:We probably put in poison Varian's mistake.
Speaker B:1620.
Speaker E:Excellent. So you happen to catch your eye on some mispicked berries that tree was trying to grab, and you noticed that some seeds fell out of them.
Speaker B:All right, well, then I'm gonna go looking for some seeds that we can put in there. It's always me.
Speaker E:Yeah. So you totally, like, go up to the berries and you start, like, kind of smushing them up to just extract the seeds.
Speaker B:Yes.
Speaker E:And then what do you do?
Speaker B:I put the seeds right there in the hollow in the last run.
Speaker E:All right, so you put the seeds into the last hollow, and now all. All four trees are darkly glowing green. Then the whole tree starts to glow green. And as the light coalesces it spreads onto your persons. And everyone can add inspiration to their character sheets today.
Speaker A:Tree, why can't you do that?
Speaker C:Oh, there's a lot of things I can't do.
Speaker A:Glad we turned that into a positive.
Speaker E:All right, you guys heading back to the front door of the cabin?
Speaker B:Yes. Yes, we are.
Speaker A:Hell yeah.
Speaker E:All right, so you go back. I'm assuming you knock. The druid answers the door. He looks visibly disappointed that you're, I guess you could say, not like worse software. I guess you passed. How can I help you today? I am Alavar, Druid of the Verdant Wanderers.
Speaker B:Well, we're looking for Cotton something.
Speaker A:Cottonburg.
Speaker B:I can't remember the guy's name. That's the one.
Speaker D:Cottonburg.
Speaker C:Oh, Cotton burgh. Yeah, that one.
Speaker D:Yeah, him.
Speaker E:You hear Alvar shouting, druid at Goldor Cottenburg, get over here. And you hear a thumpety thump, thump going up to the front door. Yes, Alavar. And he says, you have company. So Alavar retreats. You're still at the doorway. And Cottonbur comes at the door and he sees. Is it. Who's holding the logbook?
Speaker A:Hi.
Speaker E:Okay. He sees that Seven is holding the logbook. And his eyes go wide and he starts, like, fidgeting almost. Hi. How can I help you?
Speaker A:Hey, Gothenburg. So here's the thing. This logbook here, they're gonna check it in another week or so. It looks as if you have been very busy getting ingredients.
Speaker E:I swear with me, I haven't been able to take out anything in a few days.
Speaker A:You swear it wasn't me? With what?
Speaker E:My badge?
Speaker A:Please do tell.
Speaker E:Well. Well, I. You know, I've seen Gold War here, there, and you know that you have to partner up at a station because to. To a station. And I've worked with a few of the rogues and. Well, I thought I maybe lost my badge one of the days, but now it appears it's been stolen.
Speaker D:Can I check to see if he's lying?
Speaker A:Yes, sure.
Speaker E:How are you gonna do that?
Speaker D:Just, like, look at his, like, movements and facial expressions. Make, like a perception.
Speaker E:Make me an insight check.
Speaker D:Yeah, Insight or insight or perception doesn't matter.
Speaker E:Insight, insight.
Speaker A:Intimidation. Whoa. Things are about to happen.
Speaker D:20, but not natural.
Speaker B:I got a 21.
Speaker E:You. You both get that he's, like, very nervous, but he seems to be like. Like a truthful nerv. I. I don't know what to tell you.
Speaker A:Who do you think has your badge?
Speaker E:I don't know.
Speaker A:Wait, hold on a second.
Speaker E:Let's see.
Speaker A:You said badge so you're telling me that you without your badge, someone else can take the badge, go to the ingredient place, and take things out under your name?
Speaker E:Well, whoever has the logbook is supposed to check.
Speaker A:I'm gonna show him the logbook. I'm gonna say, help me out for a moment. I want you to show me at what point this logbook you know for certain you no longer had a badge.
Speaker E:So he looks at a logbook, and it looks like as of two days ago. Is anyone holding the scrap of paper from the journal by any chance?
Speaker A:I don't know which points that he says.
Speaker E:Ah, you. You can see here my signature is not the same as it was earlier in the week.
Speaker C:All right, why don't we cut through the old crap, all right?
Speaker E:You're up to something.
Speaker C:You're up to something, and we're on to you. What are you doing, my friend?
Speaker A:You send very mixed messages with a friend.
Speaker E:And you can't tell Torn on me. They'll kick me out of here. I have to stay here. I have to, you know, become a hero to earn enough money for my family. Please. You know how many. How many herring gods I have? How many cousins I have?
Speaker A:Do you know Shelby?
Speaker D:Probably a lot.
Speaker E:She's a distant cousin.
Speaker A:Distant cousin. Great.
Speaker E:Who.
Speaker A:Who. Who was Terror.
Speaker E:Torn?
Speaker A:Yeah.
Speaker E:Who is the. The alchemist? Counselor.
Speaker A:So you're. You're telling me right now that you would rather keep this under wraps and secret and run the risk of someone getting hurt and continuing to take out things under your name than to let this person know that somebody is putting you and the rest of the camp?
Speaker E:Has anyone been hurt? Not that I knew of. I was just gonna ask for a new badge at the end of the week.
Speaker A:So between now and the week. End of the week, you think that there could be some more items that could go out under your name?
Speaker E:Oh, well, I suppose. I mean, no one's working tomorrow and.
Speaker C:The next day, so you know that it's poisonous items.
Speaker A:Well, we're getting to that.
Speaker E:Oh, yes. I saw the logbook that some things that could be dangerous were taken out, but, you know, it's not a good look. If I had my badge stolen, what.
Speaker A:Can you tell us about the ingredients that were taken out after you lost your badge?
Speaker E:Well, I'm sure the same thing that torn the gold or could tell you that there.
Speaker A:I'd rather you tell me about it.
Speaker E:Well, I don't know what this person would be brewing, so I wouldn't know.
Speaker A:But if you were to take these ingredients and you put them together. What could you make with them?
Speaker E:Oh, I'm sure some sort of toxin or poison.
Speaker A:So right now, in camp, all signs point to you taking out something that can make toxin poison.
Speaker E:Well, look, but the signatures are different.
Speaker A:I'm not the person that is in charge of comparing signatures. Who do you think we should ask about this?
Speaker D:Oh, oh, oh.
Speaker E:And he's like. Starts thumping his foot. I don't know. I don't know. Did you find anything else at the station that could clear me?
Speaker A:Well, although we're really curious about other things, clearing you is not a top priority right now.
Speaker E:Please, I need to stay.
Speaker A:Tree.
Speaker C:Well, maybe we can clear your name if you help us out a little bit more.
Speaker A:What, do we become the mods?
Speaker E:What can I help you with? Tell me. Tell me, what can I help you? I don't know anything else about the logbook, but there's something I can help you with. Please.
Speaker A:What about your fellow druids?
Speaker E:I don't know if they would know any better. Right.
Speaker D:Wait, what else did we find? There at, like, the. Where the guy was.
Speaker E:The scrap journal page with a list of different combinations of ingredients saying failure, and that you said that they need to try Sieg's ingredients and find chroma slime.
Speaker D:Okay, Can I ask him? What? Like this. If he knows what chroma slime is.
Speaker E:Oh, I think Alavar could maybe help you with that, but it sounds familiar. Alavar's an expert. But if I get him to help, would you promise to help clear my name, Please?
Speaker D:Yes. Mm.
Speaker E:Okay.
Speaker C:So you know who Zorg is? Oh, I was gonna say, does he know who's is, by any chance?
Speaker E:Yes, of course. The. The camp cook.
Speaker C:Do you work Close. Have you worked closely with Mr. Sieg?
Speaker E:No, but I eat a stew every day. Do you want me to go get Avar?
Speaker D:Yeah, because Sieg was found poisoned, and I'd rather not put this poisoning of Sieg on you.
Speaker E:He was knocked out. He was only.
Speaker D:Oh, knocked out. My bad. He was knocked out. We found him knocked out. I'd rather not put that on you.
Speaker E:Cottenberg goes back inside, he grabs Alavar. They both reappear at the door. Cottonburg here tells me that he's in a spot of trouble. It is not a good look for the verdant wanderers for one of our newest members to have been caught stealing ingredients. How many? So, as you're explaining the situation to Alhavar and showing him the journal page that, you know, you heard the reference to the Chroma Slime you also have the logbook open. He goes. The handwriting from the journal is the same as the signature from when we suspect Cottonburg's badge was stolen.
Speaker B:The plot, Dickens.
Speaker A:Oh, it matches.
Speaker E:Well, you could just check where the chroma slime is and see if they've been there. Any clues?
Speaker A:It's a good. So now we're gonna walk around trying to ask people to write on a piece of paper and compare the signature.
Speaker D:We're trying to figure out what this slime stuff is on this piece of paper. And he's saying that he lost his badge and couldn't sign anything out. And we're just trying to help your guy out so you don't look bad.
Speaker E:Ah, chroma slime. It's a very rare ingredient indeed. We don't even have it in the stores in the alchemy lab. It has to be forged fresh from the land. It's a slime that, when used as a reagent in a mix, has the opposite effect of what the potion or toxin would normally do. So if one were to make a potion of healing and add chroma slime, it would become something to kill. But if you take a potion of amanita cap and a variety of other ingredients that would be intended as a toxin and added chroma slime, it would be a healing potion like never seen before.
Speaker A:That's interesting.
Speaker E:I could tell you where to potentially harvest chroma slime.
Speaker D:Yes, please.
Speaker E:If you will clear Cottonbur's name.
Speaker D:Of course.
Speaker E:So there is a pool of water collected at the base of the of a waterfall far northeast of the campfire circle where the s' mores incident occurred. So if you keep moving far northeast into the forest, you're eventually going to come across a rocky area with a bridge crossing and you're going to see a waterfall at the northern end. And where that water collects tends to be chroma slime. But again, it's difficult to harvest and only gathers or replenishes once in a while. So if it's still there, then it's still there.
Speaker A:Do we have to do anything? Should we take care of harvesting in any way, shape or form that.
Speaker E:Well, as goldworm, I know you definitely want to use a glass vial that's been, you know, that has all the usual protections. And you probably want to wear some protective gloves as well. Additionally, you want to make sure that once you have the vial, it is then put into another safety container, as the chroma slime is very volatile when not before Being mixed into anything else. This is a secret that the druids have kept for generations at this camp. Please do not share it.
Speaker A:Golder, how you feeling with that?
Speaker B:Oh, sure, that's.
Speaker E:I can do that.
Speaker B:That's easy.
Speaker A:You should see the thing this man has in his. This dwarf has in his vial.
Speaker E:Nice. All right, well, hey, can everyone make me a quick perception check?
Speaker B:25.
Speaker A:That one.
Speaker D:26.
Speaker C:Four, four, four.
Speaker B:Okay.
Speaker E:You got 25 and 26. Okay. While seven and tree are focused in on this conversation, they heard rustling of the leaves of the trees above them. As if something flew or you know, escaped the treetops. Like they hear a rustling and as if like something went from a tree to a tree. Wait, who's going to help you with.
Speaker A:We're being watched.
Speaker E:You and Goldor.
Speaker D:Oh, oh.
Speaker E:Can I help you with anything else? Or will you now take your herbace yourselves off my doorstep?
Speaker A:Hold height? Did anyone that was in the house prior no longer here. Are you asking the character or are you asking me? I'm asking the. The person in the door. I'm missing the guy.
Speaker E:No. You have interrupted our communication with nature. We were communicating with the forest and you have interrupted us greatly. Every one of our group is here.
Speaker A:I'm going to say that interrupting you and clearing out your friend seems to work itself out as kind of a null and void.
Speaker E:How important the forest is above all.
Speaker A:Yes. And you having a place to study and being camp is also above all. So at this time, our dear friend Goldor, the next time you see him, please treat him with some respect and don't look down on him because of dwarf. Now I'll ask you again.
Speaker E:How am I supposed to look up and see him though?
Speaker A:Hysterical. We're all laughing. Tell me this now one more time.
Speaker D:I actually did laugh. Belive actually like has to hold her breath because she was like, damn, that was good.
Speaker A:He's old enough for a beer. Okay.
Speaker D:Oh my God, that was so quick.
Speaker A:That was pretty quick. That was so good. You say that cuz he's shorter than you.
Speaker E:Yeah.
Speaker C:I say, let's explain the journal.
Speaker E:Stop.
Speaker A:Damn it. How do we. How do we.
Speaker E:He looks at you, he goes, you're an unnatural tree. You're an abomination.
Speaker A:Oh, you're very open minded. How do we get this guy to tell us we just flew away?
Speaker D:Liam, can I. I was going to.
Speaker B:Tell whether that's something like flying or scurrying.
Speaker E:Yeah, that sound I heard. As if something. So you would have heard similar sounds. As if a bird was taking off from one tree and going to another, like, as if the trees were rustling that way.
Speaker D:Yeah, I was going to say.
Speaker E:I'm not saying a bird did that, but that's the sound you heard. Yeah.
Speaker D:Can I just act like I'm bored with this conversation and go lean on the tree that I. It hurt. Like, it sounded like it jumped to, and then just, like, look up and see if I see anything.
Speaker A:Nice.
Speaker E:Say that one more time so I can just understand what you're checking for.
Speaker D:Yeah, no, I want to just, like, walk away as if I'm bored with the conversation and, like, go, like, put, like, my leg up on the tree that I think something jumped to and, like, look up and see if I could see anything. Like, I'm bored, but I'm like, you.
Speaker E:Don'T see anything at this point.
Speaker D:Okay, well, now y' all have to.
Speaker A:Handle this conversation over here.
Speaker E:Olivar goes, if that'll be all, and he shuts the door.
Speaker B:Yeah, I'm gonna let the others know that it sounds like somebody knows we're coming.
Speaker A:Yeah, dude, I'm pretty lousy trying to get information out of people today. All right.
Speaker C:Yeah, usually you're better. Better at the seven.
Speaker E:Come on.
Speaker A:Suck.
Speaker E:Right? I will be right back.
Speaker A:Same.
Speaker E:All right, so with that, you follow the directions Alvar has given you to find the chroma slime. As you're. So you first as a point of reference, you get yourself to the campfire circle, and you head northeast. As you're heading northeast, you definitely notice more towards the northwest position as, like, it's kind of like, almost like running parallel. You see, like, the damage from, like, the s' mores incident, like, through the forest. All right, so I shared a link in the chat for the. The map. Let me know when everyone's on.
Speaker D:Oh, it's on D and D Beyond. That's cool.
Speaker E:Oh, is this our first time using DD beyond for this?
Speaker D:Yeah. Did you buy the new handbook?
Speaker C:This is cool, though.
Speaker E:Yeah.
Speaker D:Yeah, me too.
Speaker A:Oh, okay.
Speaker E:I was like, don't judge me.
Speaker A:Oh, man, you got. Oh. So you paid for the upgraded thing.
Speaker B:So I'm clicking on maps.
Speaker A:Oh, man, you guys are so. I love it. No chewies. Okay, listen, the fact that you are with us, there's. There's very little judgment and more of, like, we feed into each other's problems here.
Speaker D:Tree. What did you. Mike, what did you just do? I had, like, little skulls on it.
Speaker E:This is the death circle.
Speaker A:We're all dead in this circle.
Speaker D:Crazy. There's, like, different Things. Wait, I can make a heart spawn. Oh yeah.
Speaker E:You hit overlay.
Speaker D:Yeah, yeah, There's a lot happening.
Speaker A:How did you do that?
Speaker E:Okay, anyway, what I'd like everyone to do is roll me a perception check and I'll kind of bridge where we were to where we are now. Perception.
Speaker C:I'm probably going to roll a one.
Speaker A:Perception.
Speaker B:Perception.
Speaker D:Second.
Speaker B:I can do perception.
Speaker E:Oh my God.
Speaker B:26 critical success.
Speaker E:Okay.
Speaker A:Oh, you know what? Heck yeah.
Speaker D:You know what?
Speaker A:I'm going to. I'm going to quickly do baric inspiration for Goldor and for bell.
Speaker E:I'm a 20.
Speaker A:You rock too hard for one hand. You rock too hard for one hand.
Speaker E:This is first thing, Goldor. As you were traveling to this waterfall area, you heard a similar rustling from a tree to a tree kind of movement on your way here. Gotcha. Now. Anyone who rolled above a 10 as they approach this area, you kind of have a question contradiction to this. Like cuz you notice like this beautiful vista with like the rocks, the river, the bridge, you. You start to smell like almost something sulfuric in the air though. So where. You can describe it to me instead of moving. Where, where. So you, you are all home. Just going to move your characters real quick. So you're all entering roughly around here. Are we all heading towards the bridge?
Speaker A:So listeners, we are looking at a D and D map right now on D and D beyond. So this is. We'll do our best to describe kind of what we're doing when we see it.
Speaker E:As you approach the bridge again, you're surrounded by these two rock walls. You see the river ahead of you with the bridge and the sulfuric smell gets stronger. As it gets stronger, you notice they were there the entire time, but you didn't notice them until they moved. These gray oozes start appearing.
Speaker B:Are they like chroma oozes?
Speaker D:I hate fighting oozes.
Speaker B:Oozes are nasty.
Speaker D:That's the worst part of the Boulder's gate.
Speaker B:Is the oozes.
Speaker D:Yeah.
Speaker E:Everyone roll for initiatives.
Speaker D:Oh, Jesus Christ.
Speaker A:Didn't get up to that yet.
Speaker B:19 from 8 still on the spaceship.
Speaker E:Come on. 9.
Speaker C:All three of my rolls have been under 10.
Speaker A:I got an 8. If it makes you feel any better.
Speaker E:Bellas, you are up first.
Speaker D:I actually have to pay attention to what my character does because I don't see now it's all new.
Speaker B:I can cast spike growth so that these guys, if the oozes come through it, they'll have to take some damage. But it also means that we can't melee them.
Speaker A:Get poked.
Speaker B:I know that belleth is crushed by.
Speaker D:Knuckle leg stuff, truly.
Speaker B:But like, I could. I could put a. I could put spikes on the ground between us and the bridge so that B, C and D will have a hard time reaching us without taking damage.
Speaker D:Okay.
Speaker B:And then we can focus fire on. On ooze A.
Speaker D:Okay. Is it like. Are these things like up on the rocks? Like, is it like elevated?
Speaker E:Yes, some of them are. Absolutely. One of them's on the wall, one of them's on the rock, one of them's by the river.
Speaker B:These aren't like. These aren't like jumpy oozes, are they?
Speaker E:Where they're oozes, you'll find out.
Speaker A:Give me some ideas.
Speaker E:Good Lord.
Speaker B:I'm trying to picture.
Speaker C:I can't remember which jumpy ooze I.
Speaker B:Want to say it's in Guild Wars 2. There's like oozes that jump around.
Speaker D:Jump. Jump.
Speaker B:They like bounce around up places.
Speaker E:Yeah.
Speaker D:How do I get done? Sorry. How difficult would it be? Would it be for me to climb up that rock structure to the left?
Speaker E:Yeah, you're gonna have to. In that case, make me a. It would be a athletics check.
Speaker D:Interesting. I've jump. I've jumped.
Speaker E:I will say, as you might see from the. The ledges here, this one's only like a. Oh, is. Is it working? Is the pinging working? This one is like a 10 foot cliff, roughly. Whereas this one is a 10, 20, 30, 40, like 50 foot cliff up here.
Speaker B:All right, who's up first?
Speaker E:Liam. Oh, Bella still. Yeah, Bella.
Speaker B:Source.
Speaker E:Okay.
Speaker D:Okay, I guess. Okay, I'm gonna try and do the. The one to the right instead of the one to the left. But can I even make it there? Wait, 5, 10, 15, 20. And I have 30ft of movement. I mean, I can make it to the cliff, but can I make it up?
Speaker E:Oh, yeah, yeah. Well, we'll say you would expand your movement to do. And we'll say your movement in action would be climbing up the cliff. If you want to make the athletic.
Speaker D:Oh, that's my action too.
Speaker E:Yeah. Because if you're scaling at that point 50ft to the left, that's going to be around.
Speaker D:Okay. All right, never mind. I'm just gonna move over towards this little bush situation like here.
Speaker E:Okay. Yeah.
Speaker D:And. And then I'm gonna take a shot at a.
Speaker E:Oh, hold on one second, everyone. Before we lock that in, I realized. Hold on.
Speaker A:Five, one.
Speaker E:Sorry. It's only a 25 foot cliff, so that would be enough to move me around and Then you're gonna attack a. You said.
Speaker D:Yeah. So I'm just gonna go for a.
Speaker E:Great roll to hit.
Speaker D:Oh, that's a natural 20, my friend.
Speaker E:Great roll damage and double it.
Speaker D:Okay. Oh, I wasn't prepared for this one. Do I double the damage that I get? Right, so like I roll and then double that?
Speaker E:Yeah, it might be a little different rules as written, but that's the way I like to do it.
Speaker D:Yeah, yeah, no, that's fine.
Speaker E:So Bel is stringing her bow. She's aiming at the ooze on the. The nearby cliff.
Speaker D:22.
Speaker E:22. That thing. So you. Your accuracy is so pinpoint that when you release this arrow, this thing goes with unfathomable speed because you really used your dexterity and strength to pull back that bowstring. And this ooze has been annihilated. It was hit with such force that it dispersed. Okay. All right.
Speaker A:Anything else for your turn is what you mean.
Speaker D:Can I cast? Well, okay, so with the new like ranger thing, I can use Hunter's mark, but I don't expend a spell slot.
Speaker E:Yeah, as long as it's considered a bonus action or reaction because you've already used your action, then yes.
Speaker D:Yeah, it's a bonus action and it doesn't take a spell slot. So I'm gonna cast Hunter's mark on, I don't know, B.
Speaker E:On B. Okay, so what we're gonna do is we're going to indicate Hunter's mark on.
Speaker D:Okay.
Speaker E:Okay. Just so we remember. Fantastico. All right. That's gonna bring us to gold or.
Speaker A:Oh, cool.
Speaker B:I'm gonna cast spike growth on the ground.
Speaker E:Awesome. Oh, boy. Is that really that big?
Speaker B:20 foot. Sorry, it's 20 foot radius circle and not that. So I'm gonna get rid of that and get rid of you. Let's make that a circle shot, shall we?
Speaker E:20 foot radius or.
Speaker B:Or total 20 foot radius. I just double checked.
Speaker E:Okay.
Speaker B:I was like, huh, that seems awfully big. But it's. It is a 20 foot radius. So I'm going to 20 foot radius centered on a point within range.
Speaker D:Well, that's so nifty.
Speaker B:So 40ft.
Speaker A:Let's see. So each box is five.
Speaker E:That's. That's definitely a lot more than huge.
Speaker A:That's.
Speaker E:You have it at like 70 right now.
Speaker B:I'm sorry. Oh, sorry. Okay, got. That's a. That's.
Speaker A:Yeah, each box is five.
Speaker B:Okay. That's a. That's a 40 foot radius. Okay, so 20 foot radius circle. Yeah, that's it.
Speaker A:Okay.
Speaker B:I'm going to put this here so that they can't come down the path to. If I cast it so that it covers part of that rock there. Is he gonna. Is he gonna start in the. Does the spike growth go up on the rock?
Speaker E:I will rule that it does. And if the spike growth says if it starts its turn there, then it would take damage. But if it. Only if it's moving, then it could potentially. I'll say I would still give it to you moving, but it could move out of it easily through the. Through.
Speaker B:The question is, does the spike growth go up onto the rock?
Speaker E:Yes, it does.
Speaker B:Perfect. Okay. So I'm gonna put it here. Unless anybody's got a better idea.
Speaker E:We'll say like the spikes reach up to the rocks that grow to encompass the rock.
Speaker B:To block the rock.
Speaker A:Maybe. Would it make sense for it to block the.
Speaker B:Yeah. So like the whole narrow part to block us.
Speaker E:How long does that last for, out of curiosity?
Speaker B:Ten minutes, as long as I concentrate.
Speaker A:Can you. Can you remove this?
Speaker B:Yeah, I can make it. I can stop concentrating and make.
Speaker A:So you can make it go away too.
Speaker B:You can also climb the rocks and go around it. So I'm gonna use a bonus action.
Speaker E:Okay, sure.
Speaker B:To refresh Shalele on my. On my staff, which I always keep up, but still gonna make sure that it's. That it's up and going.
Speaker E:Sure, sure.
Speaker B:And then I don't think there's any reason for me to move. I'm perfectly happy where I am. So actually I'm going to move near the edge so that I can.
Speaker E:Okay. She's trying to kind of like duck out in these bushes here or that. Like foliage. Yeah. All right. All right. And that's going to bring us to.
Speaker B:Are you guys seeing a grid on this, by the way? Cuz I don't actually see. Oh no, I see it. Never mind. I have to zoom way in. I see it.
Speaker E:Okay.
Speaker B:All right. My turn zone. Sorry.
Speaker E:Great. That's going to be tree.
Speaker B:All righty. I'm going to.
Speaker C:I was going to bless myself.
Speaker E:Oh.
Speaker C:I can bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a D4 and add the numbered roll to the attack roll or saving throw. So I was going to bless three people that myself, seven and Bellith.
Speaker A:How do you do that? Is it. Is it a condition?
Speaker C:It's a cast.
Speaker A:Or how do we mark it?
Speaker E:You could just remember that you can roll. You just have to Let each other know what addition to your roles you would have.
Speaker A:Okay.
Speaker C:I guess I could. I guess I could put, like, an overlay over you. Like a yellow overlay. So say that you're blessed.
Speaker E:Do a. Yeah, do a circle.
Speaker B:Hold on.
Speaker C:Yeah, and let me do this. Water raindrops.
Speaker E:I guess.
Speaker C:I don't know. Hold on with a circle, and I'll do it over me.
Speaker A:It's like a freaky circle.
Speaker D:Circle, but like a.
Speaker A:You weren't on cue. I was a little concerned.
Speaker C:I'll do it over Bellis because she's ranged. She's gonna go next.
Speaker E:After.
Speaker C:And I'm gonna do it over seven.
Speaker A:So we.
Speaker E:All right.
Speaker A:Watch the distance. I'm thinking about doing Thunder Wave. Would you be able to reach something that high? If I hit. Try to hit for an ooze. It's up on a cliff.
Speaker E:Oh, Thunder Wave probably isn't Thunder Wave like a close, close up spell.
Speaker A:I think it's 15ft.
Speaker E:Yeah.
Speaker B:Yeah. Thunder wave is 15.
Speaker A:Oh, you're right. I'm sorry. It's a wrong thing.
Speaker B:Yep.
Speaker A:So the distance is all right. Oh, from you.
Speaker E:I'm just gonna put.
Speaker A:I have to be in that spot.
Speaker E:To the chat, so. So that way we can all remember what you can do.
Speaker A:It's not gonna work.
Speaker E:All right.
Speaker C:And I'm not gonna move closer to them or anything. I'm just gonna. Because Goldor has this concentration thing up, so. Yeah, I think. I think that's pretty. I'm buffing everybody for the fight.
Speaker E:So that's gonna bring us to seven, then.
Speaker A:All right, I'm gonna try to hit the. Yeah, I can do it. I'm gonna try to hit the. The ooze that's overlooking us high up on the cliff. Yeah, I'm gonna try to hit that one with Eldritch Blast.
Speaker E:Okay.
Speaker A:And then. Wait, 18 plus. What do I hit? The plus 5. Is that right?
Speaker E:If you hit plus 5, it'll do automatically. Yeah, it'll add everything to you.
Speaker A:Oh, okay. So then 23.
Speaker E:23 absolutely hits. Roll for damage.
Speaker A:Okay, so it's a one. D10. Force damage. D10. It's funny how I'm using D10.
Speaker C:He does more.
Speaker B:Right.
Speaker C:Because of my blessing.
Speaker E:He could choose damage.
Speaker A:Let's do more because of his blessing. Let's do it. Let's do more because of his blessing.
Speaker D:Well, you don't add damage. Damage, you add to the.
Speaker E:Yeah. No.
Speaker A:Oh, no.
Speaker E:Yeah, it's not for damage, so.
Speaker A:Oh, okay. So it was eight.
Speaker E:Eight damage. All right, you're what color is your eldritch blast again?
Speaker A:Green.
Speaker E:So you shoot this bolt of green energy at the ooze, and it, like, kind of, like, takes out a part of it, but it kind of, like, coalesces back into form again. So. Hi. Would you find more useful for the versus recording, like, if I sum up the end of a round or just kind of keep it moving?
Speaker A:Do whatever you think is right. We'll come on, see how it flows for future references. Okay.
Speaker E:All right. So we had Bellas, who, with her sharpshooter eyes, annihilated an ooze. We had gold or set up a spike growth across the land so the oozes would have more trouble getting through, and they would take damage. Tree blessed everyone like the rains down in Africa. And then seven shot an eldritch blast at the ooze, damaging it. All right, now we're.
Speaker A:Now we're just blatantly saying song titles.
Speaker E:In the show that is going to bring us to the ooze's turn. All right, this one is going to dash.
Speaker D:Oh, yeah. Great. Awesome.
Speaker B:That's a very clever ooze. I'm just saying.
Speaker E:He went around really great.
Speaker A:He was like, I don't care for spikes. Pardon me.
Speaker E:I'll say this one. We'll go through this way. So 5. 10. All right, so how much damage does that ooze take?
Speaker B:He takes 2D4 piercing damage for every.
Speaker E:5Ft, so that's gonna be 10ft. So you can roll damage.
Speaker C:Wow, that's a lot.
Speaker B:2D4 for 10ft. So 4d34 damage. 12 points damage.
Speaker E:All right. Okay, now I need everyone but seven to make me an intelligent saving throw.
Speaker D:This. You can add the D4 to, right?
Speaker E:Yes. You have to make. You have to add it now before you roll, though.
Speaker D:Yeah.
Speaker A:You decide if you want to use it before you roll your dice.
Speaker C:Oh, yeah, I'll use it because I got a plus zero intelligence.
Speaker E:So what do we all roll here? Except for something.
Speaker D:I got 17.
Speaker E:Okay, you're gonna take four damage. So I'll explain what happens after four damage. Tree, you're gonna take eight damage. Well.
Speaker C:Well, I got a three plus a four.
Speaker E:You're still gonna take eight damage.
Speaker A:Remember inspiration, Right, you have inspiration from. From you before, in case you need to remember that.
Speaker C:All right, I have inspiration to roll.
Speaker E:And tell me, total.
Speaker A:This is your second roll, not just because you wanted to roll twice.
Speaker E:No, you don't reroll, but you. You add the bardic inspiration die to your total.
Speaker A:Oh, okay. No, I mean your Inspiration from before.
Speaker E:Oh, you're. Oh, okay. Yeah. While he's doing that gold or. What was your role?
Speaker B:I got a nine.
Speaker E:Okay, you're gonna take eight damage.
Speaker B:Okay, I'll save it.
Speaker C:I got 36.
Speaker E:Health. Okay, so belf takes four. The rest of you take eight. Seven. Didn't have to roll. So you all feel, like, a sharp pain in your head as of. Like, this thing is, like, psychically attacking you, right? This thing's messing with your mind. It doesn't get to get close to you. It's. It can absolutely just start messing with your head. And for those of you who are affected, you start kind of, like, getting, like, a sense of, like, vertigo, seeing, like, you know. You know, colored, spotted. And then you eventually calm back down as the. The pain fades. But each of you took the corresponding damage. All right, that's gonna bring us to the top of the round for Bell.
Speaker C:Hold on, Liam. I'm sorry. What kind of creatures are these? Just are the Aberrations, Celestials, Elementals phase.
Speaker E:They are classified as. Okay.
Speaker A:Starting to figure out why. Bridget says they're terrible enough.
Speaker D:I hate. That's like Baldur's Gate.
Speaker A:And they could, like, kind of destroy your weapons, right? Then they, like. Like, just kind of like, in Baldur's.
Speaker D:Gate, when you kill them, they explode, and then they get their ooze everywhere, and you take damage anyway. So it's terrible, but.
Speaker A:Oh, fantastic.
Speaker D:Okay.
Speaker A:Bridget speaks Ooze now.
Speaker D:That what that was?
Speaker E:Ah, man.
Speaker A:I think I want to destroy these things.
Speaker D:Okay, I'm gonna back up. I'm, like, gonna go, like, all the way over here. B has bees taken damage, and the other two haven't. Right.
Speaker E:D has taken damage as well.
Speaker D:Oh, it did, yeah. Oh, okay. So then I'm gonna go for.
Speaker E:I don't know if you have a clean line of sight on B. If you're hitting it with a bow, I think the edge of the rock gets annoyed. But D is a clear shot.
Speaker D:Yeah, I'm gonna go for D. Okay.
Speaker E:Go for it.
Speaker A:You can even. Can you. In hellish rebuke.
Speaker D:Also, it's ooze. They don't take fire damage.
Speaker A:Oh, of course you're not gonna do that. We don't know that.
Speaker E:I will say their stats are a little different in dnd they don't. These ones don't. Don't explode. Let's just. We'll cut this out. And then they're not totally immune. I'll say.
Speaker D:But they're, like. They're resistant.
Speaker E:They do. Yes.
Speaker D:Yeah. Okay. Okay. So I'm just gonna shoot it.
Speaker E:Yeah.
Speaker A:I felt like lightning was a thing that always got them, but maybe I'm way off.
Speaker D:15 hits. Okay. So since I hit it, it's movement is reduced by 10 until my next turn.
Speaker E:Okay.
Speaker D:And then.
Speaker E:And how much damage was it?
Speaker D:I didn't. Hold on. Six, seven, eight, nine.
Speaker E:All right, this thing is looking a little more eroded, if you will.
Speaker D:Okay.
Speaker E:The speed is reduced by time. Okay, great.
Speaker D:And then I really. With a range open, I'm as a bonus action. I'm going to.
Speaker E:Hold on.
Speaker D:Sorry, the spell changed.
Speaker E:Hold on. I have to reach Redraw the Hunter mark. One over. Over here. Because it got.
Speaker D:Oh, I forgot.
Speaker E:I forgot.
Speaker D:I put hunter's mark on that one. Whoops.
Speaker E:I, I, I didn't see it over or up's spike growth.
Speaker D:I forgot.
Speaker B:Anyway, yeah, sorry, sorry.
Speaker D:I'm gonna.
Speaker B:And does that only affect. It only affects. You're the only one who gets the bonus from Hunter's mark.
Speaker A:Right?
Speaker D:Yeah, yeah. I'm gonna cast as a bonus action, hail of thorns on the same. I have to do the same thing. And he's gotta make a dexterity saving throw.
Speaker E:Okay.
Speaker B:Loses are very dexterous.
Speaker D:DC14.
Speaker E:Fails.
Speaker D:Okay. So then it takes another. Takes another six points of damage.
Speaker E:All right, tell me how this thing gets killed.
Speaker D:Great. So my. It's like hail of thorns makes like thorns basically come out of like, my ranged weapon. So it just gets like, obliterated by thorns. Yes.
Speaker B:The D was for dexterity.
Speaker D:Yes.
Speaker E:All righty. If that will be your turn. Gold ore is up.
Speaker B:All right, I am close enough. I'm gonna cast Thorn whip on Ooze B.
Speaker E:Sure. Let's see.
Speaker D:16.
Speaker E:Yep.
Speaker B:Hits 16 hits. He takes five points of damage from the thorn whip.
Speaker E:Sure.
Speaker B:And then I pull him 10ft closer to me.
Speaker E:All right, so he's gonna take all that damage. Yeah.
Speaker B:So 10ft closer. Actually, I think that's one more square away from me because he was started.
Speaker E:On like this or something. He started over here?
Speaker B:Yeah, he started.
Speaker E:So he started here.
Speaker A:10.
Speaker E:Oh, yep. Okay.
Speaker B:Yeah, that's 10, right. But he takes 44 points of damage.
Speaker E:You said four 4D four or 4D? Four.
Speaker B:4D four.
Speaker E:Oh, my God.
Speaker D:I thought he said 44. I was like, Jesus Christ.
Speaker B:I wish it was 44.
Speaker E:Any of them are above a two, you kill it.
Speaker B:Yeah, it is nine points of damage.
Speaker E:So it is.
Speaker A:Wow.
Speaker E:You've dragged this thing across the the growth and reduce it to nothingness. All righty. All right, Goldar. Anything Else for your turn.
Speaker A:Anything else, Goldar?
Speaker B:I think that's probably quite enough.
Speaker E:Absolutely. Okay. That'll bring us to tree.
Speaker C:So I'm going. I don't know if I'm in range of this. It's 30ft away. I think it's 30ft away from you. Is it? Is usi 30ft away from me or.
Speaker E:No feet away from it. 45.
Speaker C:So if I move, can I move in? Can I move into Goldor do finally.
Speaker E:Say damage to your background. I'm pretty sure they do.
Speaker B:I believe they do.
Speaker E:Yeah.
Speaker B:I think it's difficult terrain and anything that moves in there takes. Takes damage.
Speaker E:So can I. Well, if I move you, you would take the damage right here.
Speaker A:How much damage you take?
Speaker B:1 to 4 points damage stepping into it.
Speaker A:All right.
Speaker C:So I'm going to step into it with my blessing. And I'm going to compel UC to attack me.
Speaker E:You're going to compel UC to attack you? Okay. Got it. Yeah. Over here.
Speaker B:All right.
Speaker C:So I guess what do I do? I roll for my damage for the thorns first.
Speaker E:Gold or can. Or I could do it. Doesn't matter.
Speaker B:I'm sorry.
Speaker E:Yeah. Your damage roll. Roll.
Speaker C:Low numbers, Goldor. Low numbers, bro.
Speaker E:1D4 for every rolling as low as I can.
Speaker B:Four points of damage.
Speaker D:So the highest number possible. Got it.
Speaker A:All right. Tell me how you truly feel about me. Goldor. That's amazing.
Speaker B:I said no. Don't walk into those sharp looking strikes.
Speaker E:Alrighty.
Speaker D:Alright.
Speaker C:And now I'm going to cast Compelled to duel.
Speaker B:If he's compelled to duel, he's got to go through an awful lot of damage before he gets to you.
Speaker E:Exactly. That's my plan.
Speaker A:Maybe.
Speaker E:Oh wait. I have to make.
Speaker C:Wait, wait.
Speaker E:What was the first thing you cast on it? Or did you not cast compel duel on it yet?
Speaker C:I did not cast compel duel on it yet.
Speaker E:Okay, so it has to make a saving throw. And your saving throw is going to be W from 13. It passes. What? Dese on a fail. Oh no. That's a passing save.
Speaker A:Wait, if it fails Compelled to duel, does it want to duel anymore?
Speaker E:Yeah, it just nothing happens.
Speaker A:Feels like going to be mildly irritated with him. Okay.
Speaker E:I can't win ever.
Speaker D:Don't worry.
Speaker E:It'll try to attack you next turn.
Speaker C:Okay, cool. So wait. Since I cast compelled to duel. Right? Do I? I think my turn's up.
Speaker E:Yeah, unless you have a bonus action. Which you do.
Speaker C:My boat, my bonus action is duel.
Speaker E:I mean, you can also cast Wrathful Smite. Thunderous Smite.
Speaker C:Yeah, but I'm. I'm far away from.
Speaker E:Those are self. Self. The range itself. So those are. Those affect you. I don't know if you want to waste a spell slot on those, but I'm saying you do have access to bonus action. You also have ensnaring strike.
Speaker C:But no, cuz I want him to come.
Speaker E:All right.
Speaker C:Yeah. I'm just going to. I'm going to end it right there.
Speaker A:Okay. I'm assuming like Dispers is not going to work on it since it can't really probably hear me. So I'm. I'm. I'm just going to do another eldritch blast.
Speaker E:I don't think you have a line of sight on it.
Speaker B:Yeah.
Speaker A:Oh, I don't know. So I have to move first. I have to move first. Oh, it's behind the rock. Oh, sweet. Cool. I may have to hold my action.
Speaker B:Should totally walk into those dangerous looking spikes.
Speaker A:I know, I know. Seriously, like what a lame.
Speaker E:We'll come back to you later in the turn order then.
Speaker A:Yeah. Can I do my movement and hold my action?
Speaker E:Sure.
Speaker A:So I'm just gonna move a little bit closer to proximity. To where? Yeah, okay. I'm gonna hold my action.
Speaker E:Okay.
Speaker A:And I think if I.
Speaker E:If. If tree make me an intelligence.
Speaker A:I'm not sure if I would be able to. Can I sense if he's doing the psychic damage though?
Speaker C:Attacking my intelligence? Man, you're always attacking the intelligence. Oh, come on.
Speaker E:Seven. Six damage.
Speaker B:Six.
Speaker C:Psychic damage. Okay. It's all right, guys. I gotta.
Speaker E:I got.
Speaker C:I got a lot of health here. I'm good.
Speaker E:7. What would you like to do now that it's your turn?
Speaker A:It's in line. Is it line of sight now?
Speaker E:Yeah.
Speaker A:All right, let's hit it with an elder blast.
Speaker E:Go for it.
Speaker C:Hey, Goldier, if you want to heal me on the next turn, I'd appreciate it. I. I know I got a lot of health. I'm just throwing it out there.
Speaker A:20.
Speaker E:20.
Speaker A:Not net.
Speaker E:Yeah, it hits.
Speaker A:All right. 1D.
Speaker E:10. Okay.
Speaker A:7.
Speaker E:Okay. All right. This thing has just taken its first battle damage as you take a little bit of its oozing this away with your eldritch green Eldritch blast. Bellith, you are up.
Speaker D:I'm up, right?
Speaker E:Yep.
Speaker D:I'm gonna go away.
Speaker A:Is it a pet or person? Oh, somebody called my brother. Oh, killer.
Speaker D:He was looking at the DND map. The DND beyond.
Speaker A:Oh, sweet.
Speaker D:1, 2, 3. Wait.
Speaker E:5.
Speaker D:10, 15. 20.
Speaker E:You could. You could probably move to like here and have a line of sight on it.
Speaker D:Oh, I can.
Speaker E:Yeah. You're moving sturdy, right?
Speaker D:Yeah. No, I just didn't know if I would have sight.
Speaker E:Yeah. Because if you go from here to this line right here.
Speaker D:Yeah. Okay, cool.
Speaker E:Yeah, cool.
Speaker D:So like there. That's fine.
Speaker E:Yep. That's fine.
Speaker D:Okay, great. I'm just gonna just keep on shooting. So do it again. 10 hits. Oh cool.
Speaker A:Phew.
Speaker C:I feel like it's battleship.
Speaker D:You do Exactly.
Speaker A:Sunk my battleship.
Speaker E:You've sunk my ooze.
Speaker A:No. Why? We're all British when we do that. Apparently Battleship was a British game.
Speaker D:Okay. So its movement is reduced by 10ft and it takes 4, 5, 6, 7 points of damage.
Speaker E:All right. This thing is looking a little eroded now. And anything else for your turn balance before it's Goldor's turn?
Speaker A:No.
Speaker E:All right. Gold or you are up and tree is on deck.
Speaker B:I am gonna heal tree.
Speaker E:Sure. Yes.
Speaker B:For six points of damage.
Speaker E:Go ahead. Yes.
Speaker C:Good. I'm feeling better, guys.
Speaker A:Yeah.
Speaker B:Thanks.
Speaker C:Cool.
Speaker E:Dear.
Speaker B:All right. And that's all that I really have to do. So that took an action.
Speaker E:Alright then. Tree is up then. In that case.
Speaker C:All right, let's. Should I compel it again or should I just try to hit it with my hammer? Thunderous might.
Speaker D:Well, if you try and hit it with your hammer, you gotta move to it. So you're going to take a lot of damage.
Speaker C:Yeah, that's a good point. All right. So let me just compel.
Speaker E:All right. I will have it. Make a wisdom.
Speaker C:Oh.
Speaker E:Fail.
Speaker C:Fail. Fail.
Speaker E:Fail. Fails. Roll the. Yes. Haha.
Speaker D:It passed last time with a minus two to the roll.
Speaker E:Wow.
Speaker D:That's so funny.
Speaker E:It rolled a 17 before. Wow.
Speaker A:15 save. That's wild.
Speaker E:Alrighty.
Speaker C:I will end my turn.
Speaker E:All right. I believe that brings us to seven. Right.
Speaker A:All right. This is really original guys. I'm gonna do Eldritch blast again.
Speaker E:Go for it. Roll.
Speaker A:I know. You just start thinking about picking some variety of spells here. Oof. I gotta win that one.
Speaker E:Yeah. You completely. You. You can't see through that spike growth. And you just take shave off some of gold or's spiked land there. All right.
Speaker A:I think you're gonna see his beard. It's like. I'm sorry.
Speaker E:Okay.
Speaker B:Oh my God.
Speaker E:Anything else for your turn? They're seven.
Speaker A:I. No, I'm not.
Speaker E:Okay.
Speaker A:Oh. Actually you know what? I'm turned. Turn to TR33 and tell him he rocks too hard for one hand. And give him my last part of inspiration.
Speaker E:Yes. All right. All this thing can do is turn this move and reduce. That's all it can move right now. Darn it. So, yeah, that's Bell's turn.
Speaker D:Oh, it's me again.
Speaker E:Yes.
Speaker A:Kill it. Kill it.
Speaker D:Can I see it? Am I good? Like to.
Speaker E:Yeah, you can see it? Absolutely.
Speaker D:Okay, then I'm not gonna move. I'm just gonna try and kill it.
Speaker A:Yes. Lay waste. Let it waste.
Speaker D:That's a 10 again.
Speaker E:It.
Speaker D:Also 10 damage.
Speaker E:Tell me how you kill it.
Speaker D:Me? I shoot it right between its oozy little eyeballs. If it has eyeballs.
Speaker E:You imagine you can see eyeballs. That's how it lets you hone in. Like I'm shooting.
Speaker B:Right.
Speaker D:Me.
Speaker E:The eyes. And then even though there's no eyes there. And then dissipates. All right, Goldar, I'm going to. I'm going to presume that you're going to stop concentrating on spike growth.
Speaker B:Yes. Although it feels like that's a trap. So as soon as I do that, something comes along.
Speaker E:No.
Speaker C:So I love how I hurt myself for no reason.
Speaker E:The smell of sulfur has definitely gone down, but it's not quite fully absent. With that said, though, this area is seemingly clear. Now, to end the session, how about you all make me one last perception check?
Speaker D:Things like this stress me out, D.C.
Speaker A:I know you know it's gonna end something majorly big.
Speaker B:I got an 11 then, Sue.
Speaker D:Wait, what did you say?
Speaker B:Not a 28.
Speaker E:DC. 28.
Speaker A:What?
Speaker D:I would have to roll a 20 to get that.
Speaker E:So.
Speaker A:Yeah. Was it perception? You said what you say it was.
Speaker D:I was close. 23.
Speaker A:18, 19. I got 21. So then cut it. Yeah. Oh, wait, wait, wait. What does inspiration do for us? Is it just another roll?
Speaker E:Yep.
Speaker D:Oh, I'll use it then. Let's see.
Speaker A:Oh, hell yeah.
Speaker D:Try roll 20.
Speaker A:I see me, too. I'm not gonna get it, though.
Speaker D:I rolled a four, so I rolled a two.
Speaker A:Saying two didn't work, so 21.
Speaker C:Wait, can I. I'll use my inspiration, too, because I have it right.
Speaker A:Remember last time you're like, I'm gonna roll again. Did you have something for it? No, I just felt like rolling again because I didn't like my friend.
Speaker E:Roll. Ugh.
Speaker C:I got an 11.
Speaker E:All right. Yeah. You hear the river babbling down along and everything is seemingly back to normal, minus the still slight smell of sulfur in the air.
Speaker A:Okay. We're all gonna die.
Speaker E:Liam.
Speaker B:There's not any chromatic slime hanging around these oozes.
Speaker E:There is no chrome of slime hanging around these oozes. Okay? So just recap and end Here, our heroes heroically took care of these gray colored oozes that smelled of sulfur. I know. Sorry, such a word heroically.
Speaker A:No, I like to. It made me think instantly of like, yeah, the heroes heroically.
Speaker E:The heroes heroically shot Eldritch blast at these horses.
Speaker A:We go back to regular because I'm actually going to use what you're saying at the end of the episode.
Speaker E:Oh, wait, I don't do it. Cuz we're all. I can't stop laughing. Hold on.
Speaker A:The heroic Ovish.
Speaker E:My brother.
Speaker A:Yeah, exactly.
Speaker E:So yes, the heroes heroically take care of these gray sulfuric smelling oozes. You'll piece it together, it'll be fine. And they are close to the waterfall, which is said to contain chrome with slime at its basin. As they try to find out who's been stealing ingredients and who's to forward the signature of poor Cotton Burr.
Speaker A:All right, well, that's gonna do it for this episode of Campaign. We look forward to seeing you next time where we deal with what's in the air, what's still ahead, and getting some slime so we can figure out how to clear the name of an unappreciated rabbit heroically and all that follow heroically in this heroic episode of Camp Pain, which is also a campaign. All right, that was fun. Thank you, Liam.
Speaker E:That was fun.
Speaker A:Campaign is produced by Mike Levine, Liam McManus, Mike Orla, Bridget Vestio, and me, Michael Hyte. I edit and mix our show. Our intro voice recording was done by the one and only Coltrane Music Fused in this podcast was sourced from Fanatical's 2,023 music bundle featuring Dark Fantasy Studio. If you like our show, we hope you'll consider going to our show notes and supporting the show. Doing so helps us put out more shows like this one. Thanks for listening and we will see you next time.
Camp Pain #020: With or Without “Ooze” (Season 1.5 Begins!)
Kicking off our Season 1.5 arc! We hope you will enjoy where things go next!
A mysterious grocery list. A chef knocked unconscious. And did someone say… chroma slime?
This week, our party finds themselves chasing clues from the kitchen to the library, then deep into the woods to the cabin of the Verdant Wanderers. Another visit with our favorite dragonborn librarian leads to unexpected insights—and even more unexpected slime. As the crew sets out to track down the elusive chroma ooze, they’re met with a surprise they didn’t see coming.
Join Bellith Thornton, Guldor Firebeard, TR33, Seven of the NiteWood, and Liam the DM as we continue our chaotic camp challenge in the magical land of Valdoria. Guldor might still be playing chess while the rest of us are barely managing tic-tac-toe.
In the Sunfire kingdom of Valdoria, our adventurers attend Pyreglow Preparatory Academy—one of many schools training the next generation of heroes after the legendary Great Vanishing left the realm unguarded. Now, teens from across the kingdom have enrolled in the famed Camp Shimmer Lake, where danger, drama, and dice rolls await.
Camp Pain is a bi-weekly Dungeons & Dragons game hosted by Michael Heit from Hey Other Parents, Food & Fury, and Snackzeroth Podcasts. Created and run by our extraordinary DM Liam, and starring Bridget, Orlep, Levine, and the occasional guest. Some of us are seasoned adventurers, others are just figuring out which dice is the d20. This podcast is more chaos than critical hits—if you’re looking for serious D&D, turn back now. If you’re here for fun, you’re in the right camp.
Produced by Liam, Bridget, Orlep, Levine, and Michael Heit. Edited and mixed by Michael Heit. Our intro was voiced by the one and only Koltrane. Music sourced from Fanatical’s 2023 Music Bundle featuring Dark Fantasy Studio. Official maps by Ethan, our youngest and most talented cartographer. We’re playing D&D 5E on D&D Beyond.
🔗 Links
- Instagram: @camppainshow
- Bluesky: camppain.bsky.social
- Twitter/X: @camppainshow
- Email: [email protected]
- Tip Jar: Support Camp Pain
Patreon is currently being set up—thank you for your support! In the meantime, we’d love if you’d share the show with your D&D group, family, friends, and random tavern-goers.
Support Camp Pain: An Actual Play Podcast by contributing to their tip jar: https://tips.pinecast.com/jar/camppain